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coolnessda's avatar
coolnessda
Rising Novice
6 years ago

Primary vs secondary mod stat importance

While I've been in the game a while (going on maybe close to 3 years) I'm still trying to figure out mods. While I've asked several questions regarding them and have a basic understanding of them I still feel like I'm missing something. I know the basic stuff like speed primary arrows are a big thing and most primary stats are the biggest take away for others like potency and stuff with speed secondaries needing to be at least in the double digits if possible. My question is which stats should I be more focused on when determining if a mod is any good would it be primary or secondary stats? I'm sure this might change between toons but when I deal with building up squads like example my bounty hunters for chewie event all my bh are 7 star gear 12 and I currently run bossk lead but even with rng I just dont stand a chance. I know that speed, potency and attack order are the big strategy but i just need some insight.
  • For those newer players...all of the primary stats are fixed and there is no vareation.

    What I mean by that is all 5 star speed arrows at level 15 will have 30 speed. So a gold speed arrow or a grey speed arrow both at 5 star will have the same speed as they level up.

    So the variations really is really when it comes to the secondaries.

    Also when it comes to the secondaries. Ever 3 levels (3, 6, 9 and 12) a new secondary is exposed until all 4 can be seen. (All mods have one primary and 4 secondaries when they are at level 12) once all for are showing then one of them is increased.

    Gold mods at level 1 start with all 4 of their secondaries showing

    Purple mods at leve 1 have 3 of their secondaries showing

    Blue mods at leve 1 have 2 of their secondaries showing

    Green mods at leve 1 have 1 of their secondaries showing

    Grey mods at leve 1 have none of their secondaries showing

    So going back to the leveling...if you have a gold mod...at level 1 all 4 secondaries are showing so as you hit levels 3, 6, 9 and 12 one of the secondaries will increase.


    For a green mod...at level one only one of the secondaries are showing...so at levels 3, 6 & 9 the other 3 show and at level 12 one of those 4 will increase.

    What that means is...when you are looking for a stat (let’s say speed) you should level your stars until all of them are showing so see if they are going to show speed.

    Gold- don’t need to be leveled to see all their secondaries.
    Purple- need to be leveled to level 3 so see the 4th stat.
    Blue- level 6
    Green- level 9
    Grey- level 12

    That’s important to know so you don’t waste credits leveling a purple mod to 15 trying to see all the secondaries when you could have stopped at level 3.

    You can also slice them to change the color once they are level 15. As you do one of your secondaries will increase as well.

    Hope this isn’t information overload.
    And hope it helps.
  • The best mods have +25 secondary speed unless it's a arrow. Then you want speed primary.

    If you have enough 25+ speed secondary mods you will be able to get #1 in arena and beat all game modes that you have unlocked.

    Without 20 to 25 secondary speed you have no chance.
  • On Chewie event: Potency is really only used if you use Boba lead (That is how I got him). 75% potency and 200+ speed on them all. Otherwise many of the BH can use a Potency cross, but its not necessary beyond that (Although Ig88 has really low base potency so he might use at least 1 pair too).

    Speed has been touched on. Beyond speed I think some mod stats are highly undervalued.

    Potency: If you have a toon with a debuff that you REALLY want to stick, put a potency cross on them at least. Some toons absolutely need them. Holdo and 88 both have really good debuffs and really low potency. The vets Also come to mind but there are others. Almost anyone that inflicts daze should get one as its OP. I almost never sell potency crosses.

    Tenacity: Some toons can become almost immune to debuffs with some tenacity and this is really important on Tanks. Zaalbar can easily get 90%+ tenacity and you dont want him getting buff blocked. The other toon that I find really really nasty with high tenacity is KRU. He is easy to kill with heal immunity. I use cheap g9 BH secondary team with IG88 to kill low tenacity KRU. He is almost impossible to kill without heal immunity. When I look at an enemy KRU in GA I look at his tenacity first. Mine is g9 and has 74% tenacity. Ive seen g12 ones with 90% tenacity and just GFL killing him with a cheap team. Maybe all health KRU is better as posted above but my personal opinion is that high tenacity is better on him.

    Play to the individual toon strengths. Crit Avoidance Arrow is not great on most toons. On Zaalbar its great as He can get over 100% crit immunity, etc.

  • "VonZant;c-1870730" wrote:
    On Chewie event: Potency is really only used if you use Boba lead (That is how I got him). 75% potency and 200+ speed on them all. Otherwise many of the BH can use a Potency cross, but its not necessary beyond that (Although Ig88 has really low base potency so he might use at least 1 pair too).

    Speed has been touched on. Beyond speed I think some mod stats are highly undervalued.

    Potency: If you have a toon with a debuff that you REALLY want to stick, put a potency cross on them at least. Some toons absolutely need them. Holdo and 88 both have really good debuffs and really low potency. The vets Also come to mind but there are others. Almost anyone that inflicts daze should get one as its OP. I almost never sell potency crosses.

    Tenacity: Some toons can become almost immune to debuffs with some tenacity and this is really important on Tanks. Zaalbar can easily get 90%+ tenacity and you dont want him getting buff blocked. The other toon that I find really really nasty with high tenacity is KRU. He is easy to kill with heal immunity. I use cheap g9 BH secondary team with IG88 to kill low tenacity KRU. He is almost impossible to kill without heal immunity. When I look at an enemy KRU in GA I look at his tenacity first. Mine is g9 and has 74% tenacity. Ive seen g12 ones with 90% tenacity and just GFL killing him with a cheap team. Maybe all health KRU is better as posted above but my personal opinion is that high tenacity is better on him.

    Play to the individual toon strengths. Crit Avoidance Arrow is not great on most toons. On Zaalbar its great as He can get over 100% crit immunity, etc.



    If you have a toon with a debuff you really want to stick, a potency cross is insufficient. You need to mod for at least 70% potency for any consistent landing. Less than that is just unreliable. 24% primary, 15% from an offset?, 3-5% from each mod 18 to 30%. Just takes a tiny bit of effort to get 90-100% total potency on a G12 toon. That's where's I keep my Cad and Teebo if I use them.
  • "DarthKoon;c-1870798" wrote:
    Is the Primary stat the one that you can see on the mod?? I have always been confused about this.


    This may be of help.

    https://gaming-fans.com/star-wars-goh/swgoh-101/swgoh-101-comprehensive-mod-guide/swgoh-101-mod-guide-primary-secondary-stats/

    From:

    https://gaming-fans.com/star-wars-goh/swgoh-101/swgoh-101-comprehensive-mod-guide/

    Visual example:

    https://gaming-fans.com/wp-content/uploads/2017/04/Screenshot_20170407-223111-e1491570990310-271x300.png